/Engine/Source/Runtime/Engine/Classes/Components/SkyLightComponent.h
class USkyLightComponent : public [ULightComponentBase](API\Runtime\Engine\Components\ULightComponentBase)
float
AverageBrightness
bool
bCaptureEmissiveOnly
Only capture emissive materials.
uint32:  1
bCloudAmbientOcclusion
Whether the cloud should occlude sky contribution within the atmosphere (progressively fading multiple scattering out) or not.
bool
bHasEverCaptured
float
BlendDestinationAverageBrightness
TObjectPtr< cla...
BlendDestinationCubemap
FSHVectorRGB3
BlendDestinationIrradianceEnvironmentMap
TRefCountPtr<F...
BlendDestinationProcessedSkyTexture
float
BlendFraction
If 0, no blend is present.
bool
bLowerHemisphereIsBlack
Whether all distant lighting from the lower hemisphere should be set to LowerHemisphereColor.
bool
bRealTimeCapture
When enabled, the sky will be captured and convolved to achieve dynamic diffuse and specular environment lighting.
bool
bSavedConstructionScriptValuesValid
Indicates whether the cached data stored in GetComponentInstanceData is valid to be applied in ApplyComponentInstanceData.
uint32:  1
bShowIlluminanceMeter
When enabled, visualize on screen the sky cube map as well as the integrate half hemisphere of luminance, together with the sky illuminance contribution at the position of the skylight component.
ESkyLightCaptur...
CaptureStatus
In an attempt to get valid lighting data as soon as possible in a level, we will always trigger a skylight capture at creation.
float
CloudAmbientOcclusionApertureScale
Controls the cone aperture angle over which the sky occlusion due to volumetric clouds is evaluated.
float
CloudAmbientOcclusionExtent
The world space radius of the cloud ambient occlusion map around the camera in kilometers.
float
CloudAmbientOcclusionMapResolutionScale
Scale the cloud ambient occlusion map resolution, base resolution is 512.
float
CloudAmbientOcclusionStrength
The strength of the ambient occlusion, higher value will block more light.
float
Contrast
Contrast S-curve applied to the computed AO.
TObjectPtr< cla...
Cubemap
Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap.
int32
CubemapResolution
Maximum resolution for the very top processed cubemap mip. Must be a power of 2.
FSHVectorRGB3
IrradianceEnvironmentMap
FRenderCommandF...
IrradianceMapFence
Tracks when the rendering thread has completed its writes to IrradianceEnvironmentMap.
FLinearColor
LowerHemisphereColor
float
MinOcclusion
Controls the darkest that a fully occluded area can get.
TEnumAsByte< en...
OcclusionCombineMode
Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion.
float
OcclusionExponent
Exponent applied to the computed AO.
float
OcclusionMaxDistance
Max distance that the occlusion of one point will affect another.
FColor
OcclusionTint
Tint color on occluded areas, artistic control.
int32
PreEditCubemapResolution
Shadow copy saved before effects ofPostEditChange()to provide option to roll back edit.
TRefCountPtr<F...
ProcessedSkyTexture
FRenderCommandF...
ReleaseResourcesFence
Fence used to track progress of releasing resources on the rendering thread.
FSkyLightSceneP...
SceneProxy
float
SecondsSinceLastCapture
float
SkyDistanceThreshold
Distance from the sky light at which any geometry should be treated as part of the sky.
float
SourceCubemapAngle
Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.
TEnumAsByte< en...
SourceType
Indicates where to get the light contribution from.
FLinearColor
SpecifiedCubemapColorScale